I'd like to see a comparison of Godot and Stride (formerly Xenko): https://www.stride3d.net/
I would be promising asset compatibility with Unity and shouting about that everywhere if I were Stride.
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I'd like to see a comparison of Godot and Stride (formerly Xenko): https://www.stride3d.net/
I would be promising asset compatibility with Unity and shouting about that everywhere if I were Stride.
With 4.0 getting more and more advanced features [0] and Unity merging with an Ad company [1], Godot is looking like it could be an attractive proposition for a lot of Unity shops. [0] https://news.ycombinator.com/item?id=32003065 [1] https://news.ycombinator.com/item?id=32081051
Godot is really cool, but a clear and publicly delineated path to console distribution (and not "go talk to these guys", as they currently do) is going to be necessary to get material interest out of most of the gamedev space.
If you want mass adoption, you need to make it financially viable for commercial indies to use your engine, and good luck convincing those people if they know they need to hire a 3rd party company to port to consoles.
Since Godot can't really go the console route, though, they basically need to do the work of figuring out how their users can make enough money on just web, mobile, and/or desktop, and then articulate and successfully sell that solution to them. Steam Deck could help for sure, but it's a big ask
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What didn't work for you? I remember thinking events were surprisingly easy to use with GDScript when I tried the Godot 4 alpha earlier this year.
Compared to Get component with Unity, sending messages isn't all that great. I'm looking at some other OSS engines now
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> - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. Heh I mentioned this in another Godot thread a few days ago. It sounds like a potential YC funded startup for anyone inclined and something that could be w…
There's a few private/third-party sties that serve as a marketplace for paid Godot assets.
Seriously curious to those in the gamedev community: how does Unity acquiring an ad company materially effect the feature set and platform that Unity currently provides? Is it one of those "Unity has been going downhill in slow-mo for years now and this investment is proof that they aren't interested in fixing real issues that indie devs have--writing's on the wall..." type of thing? From the outside, just seems like…
If this was simply a matter of "Unity wants to do ads better" and they purchased an adtech company, I doubt there would be much discussion about it. That is not what happened. ironSource is not just an adtech company but a company that has built and distributed software that has been classified as malware by Sophos and Microsoft Essentials[1].
While this may be an overdramatic take, once ironSource is fully integrated with Unity and we update to the latest LTS version that includes ironSource software, I expect that we will want to virus scan our own executables built through Unity. I do not trust ironSource nor do I trust any software that integrates with it.
Now, putting the malware concern aside, I also see this as a step in the wrong direction for Unity. There are MANY uses for Unity that are not games, that will never have ads, and that will never utilize anything from this acquisition. The concern here is that recent updates of Unity have made some of these features such that you cannot disable them.
To me, this is yet another poor decision by the Unity team. As an aside, I recently started looking into their freshly released new Analytics platform and it is an absolute mess of a release. There are massive oversights in the implementation and bugs that prevent workarounds to those oversights.
Unity is not looking like software worth betting your company's future on. At best, it is looking more like prototyping software before using a better engine.
As much as I'd like to use Godot, there are two features missing that I really don't think I could do without: - Asset store. I totally get it, handling payments, curating, etc. are a huge task... but man, I'm a coder, and I don't have the funds to pay an artist or a musician full time. Being able to just go buy a pack of trees for $20 or something is a huge timer saver. - Animation re-targeting. It seems like there'…
If you're just talking about some models or sprites, can't you just buy them wherever in any file format Godot supports and import them? Ok, you might have to spend a bit of time wrapping them in Godot's nodes, but it seems like that would be quick and trivial
"You can technically do the same thing if you squint" misses the point.
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Godot is really cool, but a clear and publicly delineated path to console distribution (and not "go talk to these guys", as they currently do) is going to be necessary to get material interest out of most of the gamedev space.
Yes. This is the main and only major thing that is holding Godot back from mass indie adoption. I would choose GMS2 or Unity over Godot for a 2D commercial indie project even though GML is worthless on a resume and Unity has all the Unity problems, because they build to all the consoles. Or Defold, since it is really nice and at least can target Switch. And I would choose Unreal or Unity or maybe even Cocos Creator (…
Wait, why not? I thought it was a deliberate choice on the devs' part not to prioritize native support for consoles, not something that's actually impossible (since obviously other third party engines do it).
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Godot is really cool, but a clear and publicly delineated path to console distribution (and not "go talk to these guys", as they currently do) is going to be necessary to get material interest out of most of the gamedev space.
I'd love official console support but it's not possible being open-source. Porting it yourself is an option, but not many will be inclined to do that and would have to opt for paying a third-party to do so.
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As someone who uses Unity professionally to make a 2D game, here are some key areas I find godot lacking vs unity: - Scalable text support a la TextMeshPro (sdf-based rendering) - the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code - the built-in tile editor is very painful in my experience. the UI is clunky an…
I believe I can address the first two points for you: > Scalable text support a la TextMeshPro (sdf-based rendering) Someone in our Discord recently found a way to scale their project UI correctly according to screen DPI, not sure if that solves your problem or not. Their project is also open source: https://github.com/derkork/openscad-graph-editor > - the in-editor console is horrible. it frequently tells me "output…
Also TY for the tip about debugger output limit — no idea why the default is so low!
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As someone who uses Unity professionally to make a 2D game, here are some key areas I find godot lacking vs unity: - Scalable text support a la TextMeshPro (sdf-based rendering) - the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code - the built-in tile editor is very painful in my experience. the UI is clunky an…
> Scalable text support a la TextMeshPro (sdf-based rendering) Agreed, this could be better. > the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code Agreed. > the built-in tile editor is very painful in my experience. Agreed, but I hear it's better in 4.0 > the built-in text editor is _very_ basic Actually, I dis…
I am probably most excited about the gdscript 2.0 features. As someone who currently maintains a fairly large codebase as a solo developer, I cannot imagine writing that in gdscript. I rely heavily on C#'s type safety and more "industrial strength" tooling — a strong standard library, huge ecosystem of tested open source C# modules (e.g. NuGet), great external IDE support (I use Rider), and a lot of language features like generics and interfaces.
Btw on the UI stuff... I definitely remember being very confused about that when I first got started. Now, I actually do see the benefits of having 3 separate modes — it "does the hard work for you" when you want to put UI in screen space vs world space. But yeah Unity's UI system isn't good... and, like seemingly everything else in Unity's, it's apparently deprecated yet it's proclaimed replacement (UI Toolkit) isn't production-ready. Sigh...